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D&D White Plume Mountain Notes #17

This episode: THE EPIC CONCLUSION! An unexpected final encounter challenges the party and proves deadly at “High Noon”. How to make an archmage lose their crap. Players quibbling over loot. Shane reveals his lore for the dungeon. The guild comes with a cost. Lycanthropy is a curse, not a disease. Alignment is cosmic and fundamental in Shane’s D&D games. Tips for handling large groups. Cultivating your players as DMs. *Note: This session is almost all homebrew as the official adventure was basically completed last session.

This is a series of Shane’s notes, thoughts and tips for running the classic D&D adventure White Plume Mountain from 1979, converted to 5th Edition in Tales from the Yawning Portal.